CFC Conky, on 05 October 2017 - 06:24 PM, said:
Thanks for the responses. Fair enough, with a couple of caveats.
First, while nerfing good players can kill a game, so can a lack of new players, but I get your point ASH.
Second, a T1 player using an alt account to play in T5 and stomp new players is already happening and if one wanted to stay in T5, well, that's a lot of alt accounts to create and a lot of trouble to go through just to pad your stats.
To express my original point in a different way, I don't think the 'suck it up buttercup, just git gud' approach to the npe is good for the longevity of the game, even if it's been this way from the beginning. I also said it should only be for QP, the harder modes of the game should be just that, harder.
To borrow an example from flight sims, specifically the IL2 Bo(X) series, navigation, situational awareness and keeping an opponent in sight is a big challenge for new players so some of the servers have player icons that are always visible. Experienced players view this as easy mode but it can ease a new player into the game; they can concentrate more on handling their aircraft, then learn to fight them, which are two very different things. Ideally, once experience is gained, the player can move on to no-icon servers for the full experience of the sim.
Good hunting,
CFC Conky
You don't nerf skill, but you absolutely do want the QP environment as skill-segregated as you can get it. The problem there however is that you get new players who never learn good habits because they're only playing with/against bads.
Ideally you want a bit of a mix; teams all consisting of 4 T1/T2 players and the rest T5-3. Even better is when the experienced players call the drop or at least help with communication.
You don't want everyone who comes to the game to have to reinvent the wheel, the combustion engine and automotive mechanics to learn to drive. You want them to learn from someone who already knows.
With the current tier system though that's hard because tier /= skill. An Elo system that balanced both player, mech and loadout would be the best and also help give people feedback on the realities of what works best. This game has a lot of things to wrap your head around to start to GIT GUD and there's almost no 'official' sources for most of them.